Here are some things I learned/realized while testing out the Another Brick In The Wall method for making dungeons:
-Since half the cards include monsters or NPCs, the generated dungeons end up being very densely populated. Since the point of this variation on the W/O Walls method is to make a less funhousey, more thematically coherent dungeon, I recommend:
*Dreaming up some in-game reason, clear to the PCs, why the dungeon is full of things, or...
*Making many of the inhabitants just vermin that can be ignored unless the PCs want to do something specific in the room, or...
*Throwing some major arcana into the deck before laying down your cards, then saying they indicate a more-or-less empty room.
-It is a very good method for making dungeons with opposing factions that are hostile to each other.
-I fit the whole dungeon on a 5"x7" piece of paper. If you draw roughly about as big as I do, this is about the size of like one "level" in a good-sized metropolitan office building.
-It speeds things up if you write the name of the card in each room (for example: 3W for 3 of wands) and then, when you key the dungeon, sort the rooms according to swords, wands, and coins, then use those card names as your key, rather than renaming all the rooms Room 1, Room 2 etc.
-The method for generating doors and connecting rooms (adjacent cards/rooms that are both right-side -up or both upside-down are connected) works really nicely. It generates "paths" the players can take. Basically, the whole "main idea" of the dungeon gets worked out by looking at where the kings and queens are in relation to these "paths".
-If the player start point ends up really close to the boss(es) and this bothers you, you can create a situation where, the first time they meet, the players only see the boss. Then the boss disappears off to some spot deeper in the dungeon.
-If you don't want to make a space typical of a standard freestanding building (that is, a rectangular space divided by walls into rectangular rooms) the method has to be adapted, but the adaptation is pretty easy. You can easily stretch the thing into a more traditional tunnel-and-chamber type layout, but you might need a bigger piece of paper.
-I started out my test dungeon by trying to adapt a new version of a sort of half-assed dungeon I'd written in an hour right before a game (that I ended up not using). This was not fun. This method is way more fun if you just lay out the cards, then try to think up what kind of dungeon it is from scratch.
Though I hesitate to post my own dungeon so far, lest my players see it, Reverend Keith was kind enough to send me his results so far.
Here's Keith's original card layout plus a sketch he made using Dysonlogos' dungeon geomorphs.
His original deal: (click it for an easier-to-read verison)
Close-up of the West end:
Close-up of the East end:
Keith's geomorph sketch (click pic for bigger version):
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